Quake: Difference between revisions

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{{Quake|4}} is a 3D first-person shooter released in 1996 by [[id Software]]. [[w:Quake engine|It's engine]] was licensed out to many companies, including [[Valve]]. {{goldsrc|3.1}} is based off of Quake code, with its successors {{source|3.1}} and {{source2|3.1}} both retaining some residual Quake code.
{{Background
| file = Quake - Background.png
| opacity = 0.1
| gradient-height = 250px
}}
{{Infobox game
|title = Quake
|image = Software Cover - Quake.jpg
|developer = [[WP:id Software|id Software]]<br>
Nightdive Studios (Enhanced)<br>
{{Expand|title=More developer(s)|noborder=1|[[Ritual|Hipnotic Interactive]] (Mission Pack 1)<br>
Rogue Entertainment (Mission Pack 2)<br>
Lion Entertainment Inc. (Classic Mac OS)<br>
Dave Taylor (Linux)
}}
|publisher = GT Interactive
|series = [[WP:Quake_(series)|Quake]]
|releasedates = June 22, 1996 {{ExpandBox|noborder=1|
'''MS-DOS:'''<br>
June 22, 1996 <small>(shareware)</small><br>
July 22, 1996 <small>(full version)</small><br>
'''Windows:'''<br>
January 22, 1997 <small>(GLQuake)</small><br>
March 11, 1997 <small>(WinQuake)</small><br>
May 31, 2007 <small>([[Steam]])</small><br>
'''Linux:'''
<br>July 5, 1996<br>
'''Mac OS (Classic):'''<br>
August 28, 1997<br>
'''Saturn:'''<br>
November 27, 1997<br>
'''Nintendo 64:'''<br>
March 24, 1998<br>
'''Windows, Nintendo Switch, PlayStation 4, Xbox One (Enhanced):'''<br>
August 19, 2021<br>
'''PlayStation 5, Xbox Series X/S (Enhanced):'''<br>
October 12, 2021
<!-- expand template -->}}
|genre = {{w|icon=0|First-person shooter|First-person shooter}}
|mode = {{w|icon=0|Single-player video game|Single-player}},  {{w|icon=0|Multiplayer video game|Multiplayer}}
|platform = {{W|icon=0|MS-DOS}}, {{W|icon=0|AmigaOS}}, {{W|icon=0|Classic Mac OS|Mac OS (Classic)}}, {{W|icon=0|RISC OS}}, {{W|icon=0|Sega Saturn}}, {{W|icon=0|Nintendo 64}}, {{Windows|1}}, {{Linux|1}}<br>
'''Enhanced version only:'''<br>{{Ps4|1}}, {{Ps5|1}}, {{xboxone|1}}, {{xboxxs|1}}, {{switch|1}}
|engine = {{idtech2|4}} ({{quake engine|1}})<br>Slavedriver (Sega Saturn)<br>Kex Engine (Enhanced)
|appid = 2310
|codelang = [[WP:C_(programming_language)|C]], [[WP:Assembly language|Assembly]] (for software rendering & optimization), [[QuakeC]] (game code)
|modsupport = Yes
|sdk =
|sysreq =
|steamdeck =
|distribution = Retail, GOG.com, Steam, other
|website = [https://bethesda.net/en/game/quake Official Website]<br>[https://web.archive.org/web/20020603105340/http://www.idsoftware.com/games/quake/quake/ Original Website] (archived)
|links = {{Steam store|app/2310}}<br>{{Gog|quake_the_offering|GOG.com page}}<br>(includes both original and Enhanced version)
|previousgame = <!-- list Quake games only. -->
|nextgame = {{Quake2|2}}
|doc= [[Quake/For developers]]
}}
{{Non-valve engine|game|Documentation on this wiki focuses on that which relates to Valve's engines. For links to external resources focused on Quake modding, see [[Quake/For developers]].}}
{{Quake|4}} is a 3D first-person shooter released in 1996 by [[Wikipedia: id Software|id Software]]. [[w:Quake engine|Its engine]] was licensed out to many companies, including [[Valve]]. {{gldsrc|3.1}} is based off of Quake engine code, specifically, GLQuake and Quakeworld (with some {{quake2|1}} code), with it's successors {{source|3.1}} and {{source2|3.1}} both still retaining some residual Quake code.  


The {{quakeengine|4}} introduced many of the concepts still used in Source today, such as the modern variant of the [[BSP]], the use of a [[PVS]] and [[PAS]], [[lightmap|precomputated lightmaps]], [[visleaf|visleafs]] and [[brush|brush entities]]. Early GoldSrc multiplayer was based off the QuakeWorld multiplayer code (until 2001, when some {{quake3|3.1}} code was added).
The {{quakeengine|3.1}} and its successor, the {{quake2engine|3.1}}, are now both retroactively referred to as {{idtech2|3.1}}. Both engines have been released as free and open source under the [[Wikipedia:GNU_General_Public_License#Version_2|GPLv2]] license, allowing for many [[#Source ports|source ports]] to be created, which add quality-of-life improvements and are now the preferred way of playing the game, including a [[W:Quake_(video_game)#Enhanced_version_and_Dimension_of_the_Machine|remaster released in 2021]].


The {{quakeengine|3.1}} and its successor, the {{quake2engine|3.1}}, are now both retroactively referred to as {{idtech2|3.1}}. Both engines have been released as free and open source under the [[Wikipedia:GNU_General_Public_License#Version_2|GPLv2]] license, allowing for many [[#Source ports|source ports]] to be created, which add quality-of-life improvements and are now the preferred way of playing the game, including an [[#2021 Remaster|official source port released in 2021]].
== Relevance to Valve engines ==
The {{quakeengine|4}} introduced many of the concepts still used in Source today, such as the modern variant of the [[BSP]], the use of a [[PVS]], [[lightmap|precomputated lightmaps]], [[visleaf|visleafs]] and [[brush|brush entities]]. However, since {{src2|1}} engine, BSP (including brush entities) has been replaced with Meshes (and [[mesh entity]]) for geometry. Early GoldSrc multiplayer was based off the QuakeWorld multiplayer code (until 2001, when some {{quake3|3.1}}{{cn}} code was added).  


== Bugs/Limitations ==
In {{gldsrc|1}} before later WON/Retail versions, {{hl|1}} used to have [[view roll|view rolling]] effect, which was later removed (or broken), this was later restored in Half-Life 25th Anniversary Update. {{src|1}} also have view rolling effect which can be enabled using {{ent|sv_rollangle}} (marked as '''launcher'''-only/hidden in most games) console command.
{{cleanup|
Clean up some of the grammar and the overuse of "...".}}
{{Bug|Overbright lighting (usually enabled on Software and other renderer) was broken/disabled on GLQuake with no options to re-enabling it via any command, which makes the color less saturated and lighting much darker.<br> It was also existed on the {{goldsrc|4}} engine (as they are based off Quake engine, albeit heavily modified) since the multi-texture update. Details for this bug on GoldSrc can be found on [[GoldSrc|it's page about the engine itself]]. <br>Most source ports will usually have this bug fixed.}}
{{ModernBug|Zigzagging... See Matt's Ramblings, ''The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging'' }}
{{ModernBug|Wall running... See Matt's Ramblings, ''The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging'' }}
{{ModernBug|Bunny Hopping where forward isn't held in the air... See Matt's Ramblings, ''The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging'' }}
{{ModernBug|Strafe Jumping where forward held in the air... See Matt's Ramblings, ''Strafe-jumping physics explained'' }}
 
== Expansions/DLC ==
*'''Mission Pack No. 1: Scourge of Armagon''' is a three-episode expansion pack by Hipnotic Interactive (now [[Ritual]]).
*'''Mission Pack No. 2: Dissolution of Eternity''' is a two-episode expansion pack by Rogue Entertainment.
*'''Dimension of the Past''' is an extra episode created by MachineGames and released for free as a gift for the game's 20th anniversary. This was also included in the [[Quake (1996)#2021 Remaster|Quake Remaster (2021)]].
 
== New gameplay elements ==
* Rocket Jump
* Grenade Jump
* Power ups
** Pentagram of Protection
** Ring of Shadows
** Quad Damage
* Unrestricted movement compared to [[w:Doom (1993 video game)|Doom (1996)]] where at least two players and enemies{{clarify}} can be in the same vertical space.


== Gameplay elements ==
{{Goldsrc|1}} also can uses {{quake|1}} [[MDL_(Quake)|MDLs]] (but won't render textures properly), before this was patched in August 2019 due to security reasons. Using Quake MDLs on GoldSrc after August 2019 engine update will now crashes the game. Both of these issues were circumnavigable in single-player mods using [[custom renderer]]s.
* Telefrag


==Compilers==
==Compilers==
Line 37: Line 73:
{| class="wikitable"
{| class="wikitable"
|-
|-
!  !! Original {{Quake|4.1}} compilers !! Original {{gldsrc|4.1}} compilers !! {{GoldSrc}} [[ZHLT]], [[VHLT]], and derivatives !! {{source|4.1}} compilers !! {{source2|4.1}} compilers
!  !! Original {{Quake|4.1}} compilers !! Original {{quake2|4.1}} compilers !! Original {{gldsrc|4.1}} compilers !! {{gldsrc}} [[ZHLT]], [[VHLT]], and derivatives !! {{source|4.1}} compilers !! {{source2|4.1}} compilers
|-
|-
| '''[[BSP]]''' || [[QBSP]] ([https://github.com/id-Software/Quake-Tools/tree/master/qutils/QBSP Source code]) || [[QBSP2]] || [[HLBSP]] || [[VBSP]] || part of [[resourcecompiler]]{{confirm}}
| '''[[Wikipedia:Constructive solid geometry|CSG]]''' || part of [[QBSP]] || part of QBSP3 || [[QCSG]] || [[HLCSG]] || part of [[VBSP]] ||rowspan=3| [[resourcecompiler]]*
|-
|-
| '''[[Wikipedia:Constructive solid geometry|CSG]]''' || part of [[QBSP]] || [[QCSG]] || [[HLCSG]] || part of [[VBSP]] || part of [[resourcecompiler]]{{confirm}}
| '''[[BSP]]''' || [[QBSP]] ([https://github.com/id-Software/Quake-Tools/tree/master/qutils/QBSP Source code]) || QBSP3 || [[QBSP2]] || [[HLBSP]] || [[VBSP]] <!-- rowspan - resourcecompiler -->
|-
|-
| '''[[VIS]]''' || [[VIS (Quake compiler)|VIS]] ([https://github.com/id-Software/Quake-Tools/tree/master/qutils/VIS Source code]) || [[VIS (GoldSrc compiler)|VIS]] || [[HLVIS]] || [[VVIS]] || part of [[resourcecompiler]]{{confirm}}
| '''[[VIS]]''' || [[VIS (Quake compiler)|VIS]] ([https://github.com/id-Software/Quake-Tools/tree/master/qutils/VIS Source code]) || QVIS3 || [[VIS (GoldSrc compiler)|VIS]] || [[HLVIS]] || [[VVIS]] <!-- rowspan - resourcecompiler -->
|-
|-
| '''[[RAD]]''' || [[LIGHT (Quake compiler)|LIGHT]], no radiosity lighting ([https://github.com/id-Software/Quake-Tools/tree/master/qutils/LIGHT Source code]) || [[QRAD]] || [[HLRAD]] || [[VRAD]] || [[VRAD2]]/[[VRAD3]]
| '''[[RAD]]''' || [[LIGHT (Quake compiler)|LIGHT]], no radiosity lighting ([https://github.com/id-Software/Quake-Tools/tree/master/qutils/LIGHT Source code]) || QRAD3 || [[QRAD]] || [[HLRAD]] || [[VRAD]] || [[VRAD2]] (CPU only, {{hla}} and earlier)<br>[[VRAD3]] (requires RT-capable GPU)
|}
|}
<nowiki>*</nowiki>Source 2 no longer uses [[Binary Space Partitioning]], using octree to handle visibility calculations of [[mesh]]es instead, but the compile process is still similar.


== 2021 Remaster ==<!-- DO NOT CHANGE THE TITLE HERE TO AVOID BREAKING LINKS.-->
[[ericw-tools]] uses the same nomenclature as the original Quake compilers.
In 2021, [https://doomwiki.org/wiki/Nightdive%20Studios Nightdive Studios] released an official source port with new remastered lighting and models, using the Kex Engine framework to connect the underlying Quake engine code to modern APIs. The remaster, officially titled "Quake Enhanced", but also colloquially known as "Quake EX" or simply "QEX", runs under [[Vulkan]] on Windows 10 and later, and can also run on Linux and the Steam Deck using [[Proton]]. It can also unofficially run on Windows 7-8.1, without multiplayer support, and can be forced to run under [[DirectX Versions|DirectX 11]] by using the {{code|+r_rhirenderfamily d3d11}} [[Command Line Options|command-line argument]].<!--OpenGL is not supported in this version of Kex-->
 
Although the engine code for the 2021 remaster is closed-source, the updated [[QuakeC]] game code has been released under the GPLv2 on [https://github.com/id-Software/quake-rerelease-qc id Software's GitHub]. This is the first time the game code for the mission packs has been released under this license, as they were previously only available under a less permissive license.{{clarify}}
 
== Videos ==
=== 2023 ===
Jukspa, [https://www.youtube.com/watch?v=dS2OuqSLY_E ''E1M1 TAS in 0:17.98 (Quake)''] beats the ''E1M1: The Slipgate Complex'' (with any %) in 0:17.98s (or 0:17.8) but doesn't provide .dem or .qtas files<br />
{{YouTubeEmbed|dS2OuqSLY_E}}<br />
=== 2022 ===
Muty, [https://www.youtube.com/watch?v=PU90hSIL6Fc ''Quake Speedrun in 11:42[World Record&#93;''] beats the game (with an % on easy) with [https://www.dropbox.com/s/frxif6o5h1rzure/all_1142.dem?dl=0 a demo file]. Note that the timer jumps around a second after each loading screen so ''time without loads'' is lower and around 10:06 according to the video<br />
{{YouTubeEmbed|PU90hSIL6Fc}}<br />
Matt's Ramblings, [https://www.youtube.com/watch?v=H8sDdEKizkk ''Speedrun Science: Beating Quake with code''] beats the ''E1M1: The Slipgate Complex'' (with any %) in 18.667s by using recent [[w:Differential evolution|differential evolution]] [https://doi.org/10.1109/TEVC.2009.2014613 JADE] and custom ''[https://github.com/lipsanen/TASQuake TASQuake]'' after about 50000000 games but doesn't provide .dem or .qtas files<br />
{{YouTubeEmbed|H8sDdEKizkk}}<br />
Matt's Ramblings, [https://www.youtube.com/watch?v=uX0Ye7qhRd4 ''Quake path traced in Blender''] ([http://matthewearl.github.io/2021/06/20/quake-blender/ behind the scenes])<br />
{{YouTubeEmbed|uX0Ye7qhRd4}}<br />
Matt's Ramblings, [https://www.youtube.com/watch?v=v3zT3Z5apaM ''The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging)'']<br />
{{YouTubeEmbed|v3zT3Z5apaM}}<br />
Matt's Ramblings, [https://www.youtube.com/watch?v=rTsXO6Zicls ''Strafe-jumping physics explained'']<br />
{{YouTubeEmbed|rTsXO6Zicls}}


== Source ports ==
== Source ports ==
Line 75: Line 93:
*** [https://github.com/Novum/vkQuake vkQuake] - Fork of QSS running on Vulkan, with additional features. No longer maintained as of 9 May 2023.
*** [https://github.com/Novum/vkQuake vkQuake] - Fork of QSS running on Vulkan, with additional features. No longer maintained as of 9 May 2023.
* [https://github.com/lipsanen/TASQuake TASQuake] - a port which allows to record inputs for tool assisted speedrunning (TAS) as [[.qtas]] files.
* [https://github.com/lipsanen/TASQuake TASQuake] - a port which allows to record inputs for tool assisted speedrunning (TAS) as [[.qtas]] files.
* [https://github.com/fte-team/fteqw FTEQW] - Source port focused on standalone game development. Notably includes [[Wikipedia:Clean room design|clean-room]] implementations of {{GoldSrc}} file formats ([[BSP (GoldSrc)|BSP]], [[MDL (GoldSrc)|MDL]], [[WAD|WAD3]], [[SPR|HLSPR]]). Actively maintained.
* {{fte}} [https://github.com/fte-team/fteqw FTEQW] - Source port focused on standalone game development. Notably includes [[Wikipedia:Clean room design|clean-room]] implementations of {{gldsrc|3.1}} file formats ([[BSP (GoldSrc)|BSP]], [[MDL (GoldSrc)|MDL]], [[WAD|WAD3]], [[SPR|HLSPR]]), being used for clean-room reverse-engineered ports of {{cs|2|addtext=&nbsp;1.5}} (as {{freecs|4.1}}) and {{hl|2|addtext=&nbsp;Deathmatch}} (as [[FreeHL]]). Actively maintained.
 
== Bugs/Limitations ==
{{Note|The original version (except Enhanced) of the game does not come with music due to various reasons:
- The GOG version originally ships the game soundtrack in {{Code|.ogg}} format. It was removed due to legal reasons.<br>
- The Steam version does not ship with the game soundtrack. However users can insert the original game disc in order to restore music playback.<br>
Alternatively, users can use third-party source port(s) and [https://steamcommunity.com/sharedfiles/filedetails/?id{{=}}119489135 download the soundtrack files] to restore the music.}}
{{Bug|hidetested=1|Overbright lighting (as found in the original software renderer) was broken on GLQuake with no options to re-enabling it via any command, which makes the color less saturated and lighting much darker.<br>{{gldsrc|4}} originally fixed this in its [[OpenGL]] renderer (disableable with {{command|gl_overbright|0}}, but it was broken again in an update that added multitexturing support, then later fixed again with [[Half-Life|HL]]'s 25th anniversary update. Details for this bug on GoldSrc can be found on [[GoldSrc|it's page about the engine itself]]. <br>Modern source ports fix this, via a {{command|gl_overbright}} command, like GoldSrc.
{{modernConfirm|Does this discrepancy exist in Quake 2? It's probably fixed in IdTech 3, as that has r_overbrightbits (which works a bit differently than Quake and GoldSrc).}} }}
{{bug|hidetested=1|Fullbright texels are broken in GLQuake{{elaborate}}.}}
 
== See also ==
* [[Quake.fgd]]


==External links==
== External links ==
* [https://github.com/id-Software/Quake id Software's GPL Source Release in 2012] - commits are without proper authors, edit history, maps...
* {{pcgw|Quake}} and {{pcgw|Quake Enhanced}} on the PCGamingWiki
* [https://rome.ro/news/2016/2/14/quake-map-sources-released Quake Map Sources] - Original uncompiled [[.map|MAP]] source files for all base game maps, including an unreleased map
** [https://valvedev.info/tools/quake-map-sources-and-original-wads/ Quake Map Sources and Original WADs] - Same as above, but with the necessary [[WAD]] texture files as well.
* {{pcgw|Quake}} and {{pcgw|Quake_(2021)|Quake (2021)}} on the PCGamingWiki
* {{Wikipedia|Quake (video game)}}
* {{Wikipedia|Quake (video game)}}
* {{Wikipedia|Quake engine}} and {{Wikipedia|Quake engine#Games using the Quake engine|Games using the Quake engine}}
* {{Wikipedia|Quake engine}} and {{Wikipedia|Quake engine#Games using the Quake engine|Games using the Quake engine}}
* [https://github.com/id-Software/Quake Quake source code] - Original GPL source code for engines, base ID1 game code, and some tools
** [https://github.com/id-Software/quake-rerelease-qc Quake Rerelease QuakeC code] - QuakeC source code for the updated game code used in Quake Enhanced; includes GPL game code for all expansions, unlike original source code release
* [https://www.johnromero.com/news/2016/2/14/quake-map-sources-released Official source MAP files] for all vanilla {{mono|id1}} maps
* {{quakewiki}} - For developers
{{Quake games}}
[[Category:Non-Steam Applications]]
[[Category:Open source mods and games]]

Latest revision as of 22:13, 11 April 2025

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Quake - Background.png
Quake
Software Cover - Quake.jpg
Developer(s)
id Software

Nightdive Studios (Enhanced)

More developer(s)
Hipnotic Interactive (Mission Pack 1)

Rogue Entertainment (Mission Pack 2)
Lion Entertainment Inc. (Classic Mac OS)
Dave Taylor (Linux)

Publisher(s)
GT Interactive
Series
Release date(s)
June 22, 1996

MS-DOS:
June 22, 1996 (shareware)
July 22, 1996 (full version)
Windows:
January 22, 1997 (GLQuake)
March 11, 1997 (WinQuake)
May 31, 2007 (Steam)
Linux:
July 5, 1996
Mac OS (Classic):
August 28, 1997
Saturn:
November 27, 1997
Nintendo 64:
March 24, 1998
Windows, Nintendo Switch, PlayStation 4, Xbox One (Enhanced):
August 19, 2021
PlayStation 5, Xbox Series X/S (Enhanced):
October 12, 2021

Engine
id Tech 2 id Tech 2 (Quake Engine)
Slavedriver (Sega Saturn)
Kex Engine (Enhanced)
Steam AppID
Written in
C, Assembly (for software rendering & optimization), QuakeC (game code)
Mod support
Yes
Documentation
Distribution
Retail, GOG.com, Steam, other
Official website
Links
app/2310 Steam Store page
GOG.com page GOG.com page
(includes both original and Enhanced version)
Next game
Info icon
This page documents information about a third-party game running on a non-Valve engine. This information is documented here because it has technical and/or historical relevance to Valve's engines.
Documentation on this wiki focuses on that which relates to Valve's engines. For links to external resources focused on Quake modding, see Quake/For developers.

Quake Quake is a 3D first-person shooter released in 1996 by id Software. Its engine was licensed out to many companies, including Valve. GoldSrc is based off of Quake engine code, specifically, GLQuake and Quakeworld (with some Quake II code), with it's successors Source and Source 2 both still retaining some residual Quake code.

The Quake Engine and its successor, the Quake II Engine, are now both retroactively referred to as id Tech 2. Both engines have been released as free and open source under the GPLv2 license, allowing for many source ports to be created, which add quality-of-life improvements and are now the preferred way of playing the game, including a remaster released in 2021.

Relevance to Valve engines

The Quake Engine Quake Engine introduced many of the concepts still used in Source today, such as the modern variant of the BSP, the use of a PVS, precomputated lightmaps, visleafs and brush entities. However, since Source 2 engine, BSP (including brush entities) has been replaced with Meshes (and mesh entity) for geometry. Early GoldSrc multiplayer was based off the QuakeWorld multiplayer code (until 2001, when some Quake III[citation needed] code was added).

In GoldSrc before later WON/Retail versions, Half-Life used to have view rolling effect, which was later removed (or broken), this was later restored in Half-Life 25th Anniversary Update. Source also have view rolling effect which can be enabled using sv_rollangle (marked as launcher-only/hidden in most games) console command.

GoldSrc also can uses Quake MDLs (but won't render textures properly), before this was patched in August 2019 due to security reasons. Using Quake MDLs on GoldSrc after August 2019 engine update will now crashes the game. Both of these issues were circumnavigable in single-player mods using custom renderers.

Compilers

Quake also uses three compiler tools in compiling a map: QBSP, VIS, and LIGHT. The code for these was used as the basis of the compiling tools used by the compilers used by the Valve engine map compilers, as seen below:

Original Quake Quake compilers Original Quake II Quake II compilers Original GoldSrc GoldSrc compilers GoldSrc ZHLT, VHLT, and derivatives Source Source compilers Source 2 Source 2 compilers
CSG part of QBSP part of QBSP3 QCSG HLCSG part of VBSP resourcecompiler*
BSP QBSP (Source code) QBSP3 QBSP2 HLBSP VBSP
VIS VIS (Source code) QVIS3 VIS HLVIS VVIS
RAD LIGHT, no radiosity lighting (Source code) QRAD3 QRAD HLRAD VRAD VRAD2 (CPU only, Half-Life: Alyx and earlier)
VRAD3 (requires RT-capable GPU)

*Source 2 no longer uses Binary Space Partitioning, using octree to handle visibility calculations of meshes instead, but the compile process is still similar.

ericw-tools uses the same nomenclature as the original Quake compilers.

Source ports

Since the release of the Quake source code, there are various source ports available:

  • Quakespasm - Limit-breaking source port focused on vanilla accuracy. Fork of the long-deprecated FitzQuake. Actively maintained.
    • Quakespasm-Spiked (QSS) - Fork of Quakespasm that can run at higher frame rates than 72FPS without breaking physics.
      • vkQuake - Fork of QSS running on Vulkan, with additional features. No longer maintained as of 9 May 2023.
  • TASQuake - a port which allows to record inputs for tool assisted speedrunning (TAS) as .qtas files.
  • FTE FTEQW - Source port focused on standalone game development. Notably includes clean-room implementations of GoldSrc file formats (BSP, MDL, WAD3, HLSPR), being used for clean-room reverse-engineered ports of Counter-Strike Counter-Strike 1.5 (as FreeCS FreeCS) and Half-Life Half-Life Deathmatch (as FreeHL). Actively maintained.

Bugs/Limitations

Note.pngNote:The original version (except Enhanced) of the game does not come with music due to various reasons:

- The GOG version originally ships the game soundtrack in .ogg format. It was removed due to legal reasons.
- The Steam version does not ship with the game soundtrack. However users can insert the original game disc in order to restore music playback.

Alternatively, users can use third-party source port(s) and download the soundtrack files to restore the music.
Icon-Bug.pngBug:Overbright lighting (as found in the original software renderer) was broken on GLQuake with no options to re-enabling it via any command, which makes the color less saturated and lighting much darker.
GoldSrc GoldSrc originally fixed this in its OpenGL renderer (disableable with gl_overbright 0, but it was broken again in an update that added multitexturing support, then later fixed again with HL's 25th anniversary update. Details for this bug on GoldSrc can be found on it's page about the engine itself.
Modern source ports fix this, via a gl_overbright command, like GoldSrc.
Confirm:Does this discrepancy exist in Quake 2? It's probably fixed in IdTech 3, as that has r_overbrightbits (which works a bit differently than Quake and GoldSrc).
Icon-Bug.pngBug:Fullbright texels are broken in GLQuake[Elaborate?].

See also

External links